• Title/Summary/Keyword: 애플리케이션 개발

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The Study of Android applications Black Market Analysis (안드로이드 애플리케이션 블랙마켓 조사 및 연구)

  • Lee, YongSub;Jo, Tae-Nam;Seo, Seung-Hyeon;Moon, NamMee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1106-1107
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    • 2011
  • 개방형 플랫폼이라는 안드로이드의 특성을 이용해 블랙마켓 애플리케이션이 급격히 활성화 되어 불법 애플리케이션이 유통 되고 있다. 불법 애플리케이션의 유통은 마켓의 수익 구조가 파괴되어 개발자들의 개발 의지를 저하시켜 마켓의 활성화를 저해하는 요인이 되며 악성코드 배포의 경로가 된다. 이에 본 논문에서는 스마트폰 애플리케이션을 공식적으로 유통하는 안드로이드 마켓과 비공식적으로 유통하는 블랙마켓 "Blackmart Alpha"의 월별 애플리케이션 등록건수를 비교 분석해 불법 애플리케이션 유통의 현황을 파악하였다. 이는 향후 애플리케이션의 불법적 접근을 사전에 대응하는 방법과 함께 불법적으로 변형된 애플리케이션을 검증할 수 있는 방법 위한 것이다.

Development of a Smartphone Application to Investigate Unsurfaced Road Conditions in Mines (광산 비포장도로 상태 조사를 위한 스마트폰 애플리케이션 개발)

  • Choi, Yosoon;Kim, Hunmu;Suh, Jangwon
    • Tunnel and Underground Space
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    • v.28 no.6
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    • pp.555-568
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    • 2018
  • To perform efficient and safe haulage operations in mines, the condition of unsurfaced roads where dump trucks are moving should be regularly investigated, and systematic maintenance should be carried out according to the results. In this study, we developed a smartphone application that can be used to periodically investigate the unsurfaced road conditions in mines. Using the developed application, necessary data can be easily collected on site to evaluate the condition of unsurfaced roads according to the Unsurfaced Road Condition Index (URCI) evaluation system presented by the US Army Corps of Engineers. The smartphone application was tested at several sections of unsurfaced road in the Ilkwang mine, Busan, Korea. The results showed that the field investigation about 7 factors considered in the URCI evaluation system can be conducted through the user interface screen, and the URCI value can be calculated in the field to evaluate the condition of unsurfaced road. The smartphone application developed in this study can be useful for surveying and evaluating the unsurfaced road conditions at the mine site.

A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.

Development of cloud-based multiplication table practice application using data visualization (데이터 시각화를 적용한 클라우드 기반 곱셈구구 연습 애플리케이션 개발)

  • Kang, Seol-Joo;Park, Phanwoo;Bae, Youngkwon
    • Journal of The Korean Association of Information Education
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    • v.26 no.4
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    • pp.285-293
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    • 2022
  • The COVID-19 outbreak, which took longer than expected, caused considerable damage to students' basic academic ability in mathematics. In this paper, a multiplication table practice application that can help students improve their basic multiplication arithmetic skills has been developed based on a cloud-service. The performance of the application was improved by integrating the Flutter framework, Google Cloud, and Google Sheets. As a result of applying this application to 72 6th graders in elementary schools located in K Metropolitan City, for one week. students' spending time required for solving multiplication table problems was reduced by more than 28% compared to the initial period, while students' learning data was able to be accurately collected without errors. It is hoped that the development case conducted through the Flutter framework in this study can lead to the development of other educational learning applications.

Android Based Korean Education Application for Foreigners (외국인을 위한 안드로이드 기반 한국어 교육 애플리케이션)

  • Choi, Sun-A;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1480-1483
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    • 2011
  • 스마트 기기 사용자가 급증하면서 애플리케이션의 수도 급격히 많아지고 있다. 다양한 종류의 교육용 애플리케이션이 많이 개발되어 졌지만 외국인을 위한 한국어 교육 애플리케이션의 수는 매우 적다. 이에 본 논문은 외국인 사용자가 한국어를 학습할 수 있는 애플리케이션을 설계 구현하였다. 한국어 어휘능력이 부족한 외국인을 주 대상으로 단어와 예문 및 시각적인 요소인 이미지와 청각적인 요소인 듣기를 결합하여 학습 효과를 극대화시킴으로써 효과적인 어휘능력의 향상을 목표로 구현하였다.

A Study on Potential Security Threats that Occurred Possibly by Permission Requests in Android Environment (안드로이드 환경에서 권한 요구를 통해 발생 가능한 잠재적 보안위협에 관한 연구)

  • Park, In-Kyu;Choi, Seul-Ki;Kwak, Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.258-261
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    • 2017
  • 안드로이드 애플리케이션 개발 시 특정 기능을 수행하기 위해 필수적으로 AndroidManifest.xml 파일에 권한을 등록한다. 등록된 권한은 애플리케이션 설치 시 사용자에게 동의를 요구하며 애플리케이션을 설치하기 위해 해당 애플리케이션이 요구하는 사용 권한 모두를 동의해야 한다. 애플리케이션이 요구하는 권한에 동의하지 않을 경우 애플리케이션 설치가 취소되며, 권한 요구에 대한 동의 없이 애플리케이션을 설치할 수 없다. 이러한 이유로 대부분의 사용자는 애플리케이션이 본래의 기능과 맞지 않는 필요 범위 이상으로 요구하는 권한까지도 상세하게 살펴보지 않고 동의하여 본래의 기능과 관계없는 권한을 통해 개인정보 유출, 비정상적인 과금 유발 등 다양한 보안위협이 발생한다. 본 논문에서는 안드로이드 애플리케이션의 APK 파일을 통해 애플리케이션이 요구하는 권한과 실제 애플리케이션이 기능 제공을 위해 사용하는 API 목록을 확인하여 애플리케이션이 필요 범위 이상으로 요구하는 권한을 분석한다. 또한, 애플리케이션 업데이트 시 API 추가로 인해 발생할 수 있는 보안위협을 분석한다. 이를 통해 필요 범위 이상으로 요구하는 권한으로 발생할 수 있는 보안위협에 대해 사전에 인지하여 이를 방지할 수 있도록 한다.

An HTML5-based Web Application Running Platform of a Digital Broadcasting Receiver (디지털방송 단말의 HTML5 기반 웹 애플리케이션 실행 플랫폼)

  • You, Dae-Sang;Maeng, Seung-Ryol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.9
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    • pp.2048-2054
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    • 2013
  • Due to the development of the digital technology, the territories of broadcasting and telecommunications are being converged and there have been the efforts to eliminate the spatial and/or temporal restrictions in utilizing the services (usually implemented as applications) via various devices (e.g. smart-phone, smart TV, pad-computer, etc). In the circumstances, Web is coming to the fore as a common running platform of the services and the digital broadcasting receivers are pressed to run Web applications as well as Java applications, which are the standard of data service of the digital broadcasting. The paper introduces a platform for running HTML5-based Web applications, which is equipped with a Web kernel (an engine for running HTML5 Web applications), a Web desktop (the facilities (with an UI similar to Window OS) for managing Web applications), and SDK (a set of API's for Web application developers).

Development of Mobile Application Prototype Inducing Learner's Attention (학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발)

  • Roh, Kyoung Eui;Lee, Chan Haeng;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.391-398
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    • 2022
  • As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

Android Shooting Game Development (안드로이드 슈팅 게임 개발)

  • Kim, Bong-Kyeong;Jeon, Jin-Woo;Lee, Jong Jin;Jeong, Kil Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.173-174
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    • 2013
  • 최근 다양한 모바일 기기의 발달로 인하여 새로운 응용 애플리케이션의 기술력도 같이 성장하고 있다. 이런 성장과 더불어 게임 애플리케이션도 다양화 되고 있으나 고전게임, 그 중에서도 개발이 가장 빈약한 비행기 슈팅게임에 센서기능을 추가해서 화면터치만을 이용한 대부분의 게임 진행방식을 가속도 센서를 이용하여 비행기 기체를 움직일 수 있도록 다른 게임 애플리케이션과는 차이를 두었고, 또 JSON을 사용하여 로그인 및 회원가입 그리고 랭킹 시스템을 추가시켜 게임을 더 즐길 수 있도록 하였다. 이를 통해 중장년층에게 스마트폰의 새로운 기능인 센서와 스마트폰 게임 애플리케이션에 한층 가까워질 수 있는 계기를 제공하였다.

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